From a6088c906bbe6fae95707dc7028e45023fe39981 Mon Sep 17 00:00:00 2001 From: Benjamin Auder <benjamin.auder@somewhere> Date: Fri, 29 Mar 2019 19:15:21 +0100 Subject: [PATCH] Refactoring: BaseGame, Game, ComputerGame (ProblemGame?) --- client/src/components/BaseGame.vue | 257 ++++++++++++ client/src/components/Board.vue | 12 +- client/src/components/ComputerGame.vue | 103 +++++ client/src/components/Game.vue | 543 ------------------------- client/src/views/Game.vue | 235 +++++++++++ client/src/views/Hall.vue | 1 + client/src/views/Rules.vue | 20 +- 7 files changed, 609 insertions(+), 562 deletions(-) create mode 100644 client/src/components/BaseGame.vue create mode 100644 client/src/components/ComputerGame.vue delete mode 100644 client/src/components/Game.vue diff --git a/client/src/components/BaseGame.vue b/client/src/components/BaseGame.vue new file mode 100644 index 00000000..ceadcd3a --- /dev/null +++ b/client/src/components/BaseGame.vue @@ -0,0 +1,257 @@ +<template lang="pug"> +.row + .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2 + input#modalEog.modal(type="checkbox") + div(role="dialog" aria-labelledby="eogMessage") + .card.smallpad.small-modal.text-center + label.modal-close(for="modalEog") + h3#eogMessage.section {{ endgameMessage }} + Board(:vr="vr" :last-move="lastMove" :analyze="analyze" :user-color="mycolor" + :orientation="orientation" :vname="variant.name" @play-move="play") + .button-group + button(@click="play") Play + button(@click="undo") Undo + button(@click="flip") Flip + button(@click="gotoBegin") GotoBegin + button(@click="gotoEnd") GotoEnd + #fenDiv.section-content(v-if="showFen && !!vr") + p#fenString.text-center {{ vr.getFen() }} + #pgnDiv.section-content + a#download(href="#") + .button-group + button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }} + button Import game + //MoveList(v-if="showMoves" + :moves="moves" :cursor="cursor" @goto-move="gotoMove") +</template> + +<script> +import Board from "@/components/Board.vue"; +//import MoveList from "@/components/MoveList.vue"; +import { store } from "@/store"; +import { getSquareId } from "@/utils/squareId"; + +export default { + name: 'my-base-game', + components: { + Board, + //MoveList, + }, + props: ["variant","analyze","players"], + data: function() { + return { + st: store.state, + vr: null, //VariantRules object, describing the game state + rules + endgameMessage: "", + orientation: "w", + score: "*", //'*' means 'unfinished' + // userColor: given by gameId, or fen in problems mode (if no game Id)... + mycolor: "w", + fenStart: "", + moves: [], //all moves played in current game + cursor: -1, //index of the move just played + lastMove: null, + }; + }, + computed: { + showMoves: function() { + return true; + //return window.innerWidth >= 768; + }, + showFen: function() { + return this.variant.name != "Dark" || this.score != "*"; + }, + }, + methods: { + setEndgameMessage: function(score) { + let eogMessage = "Undefined"; + switch (score) + { + case "1-0": + eogMessage = translations["White win"]; + break; + case "0-1": + eogMessage = translations["Black win"]; + break; + case "1/2": + eogMessage = translations["Draw"]; + break; + case "?": + eogMessage = "Unfinished"; + break; + } + this.endgameMessage = eogMessage; + }, + download: function() { + const content = this.getPgn(); + // Prepare and trigger download link + let downloadAnchor = document.getElementById("download"); + downloadAnchor.setAttribute("download", "game.pgn"); + downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content); + downloadAnchor.click(); + }, + getPgn: function() { + let pgn = ""; + pgn += '[Site "vchess.club"]\n'; + pgn += '[Variant "' + this.variant.name + '"]\n'; + pgn += '[Date "' + getDate(new Date()) + '"]\n'; + pgn += '[White "' + this.players[0] + '"]\n'; + pgn += '[Black "' + this.players[1] + '"]\n'; + pgn += '[Fen "' + this.fenStart + '"]\n'; + pgn += '[Result "' + this.score + '"]\n\n'; + let counter = 1; + let i = 0; + while (i < this.moves.length) + { + pgn += (counter++) + "."; + for (let color of ["w","b"]) + { + let move = ""; + while (i < this.moves.length && this.moves[i].color == color) + move += this.moves[i++].notation[0] + ","; + move = move.slice(0,-1); //remove last comma + pgn += move + (i < this.moves.length-1 ? " " : ""); + } + } + return pgn + "\n"; + }, + showScoreMsg: function(score) { + this.setEndgameMessage(score); + let modalBox = document.getElementById("modal-eog"); + modalBox.checked = true; + setTimeout(() => { modalBox.checked = false; }, 2000); + }, + endGame: function(score) { + this.score = score; + this.showScoreMsg(score); + this.$emit("game-over"); + }, + animateMove: function(move) { + let startSquare = document.getElementById(getSquareId(move.start)); + let endSquare = document.getElementById(getSquareId(move.end)); + let rectStart = startSquare.getBoundingClientRect(); + let rectEnd = endSquare.getBoundingClientRect(); + let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y}; + let movingPiece = + document.querySelector("#" + getSquareId(move.start) + " > img.piece"); + // HACK for animation (with positive translate, image slides "under background") + // Possible improvement: just alter squares on the piece's way... + const squares = document.getElementsByClassName("board"); + for (let i=0; i<squares.length; i++) + { + let square = squares.item(i); + if (square.id != getSquareId(move.start)) + square.style.zIndex = "-1"; + } + movingPiece.style.transform = "translate(" + translation.x + "px," + + translation.y + "px)"; + movingPiece.style.transitionDuration = "0.2s"; + movingPiece.style.zIndex = "3000"; + setTimeout( () => { + for (let i=0; i<squares.length; i++) + squares.item(i).style.zIndex = "auto"; + movingPiece.style = {}; //required e.g. for 0-0 with KR swap + this.play(move); + }, 250); + }, + play: function(move, programmatic) { + let navigate = !move; + // Forbid playing outside analyze mode when cursor isn't at moves.length-1 + // (except if we receive opponent's move, human or computer) + if (!navigate && !this.analyze && !programmatic + && this.cursor < this.moves.length-1) + { + return; + } + if (navigate) + { + if (this.cursor == this.moves.length-1) + return; //no more moves + move = this.moves[this.cursor+1]; + } + if (!!programmatic) //computer or (remote) human opponent + { + if (this.cursor < this.moves.length-1) + this.gotoEnd(); //required to play the move + return this.animateMove(move); + } + // Not programmatic, or animation is over + if (!move.notation) + move.notation = this.vr.getNotation(move); + if (!move.color) + move.color = this.vr.turn; + this.vr.play(move); + this.cursor++; + this.lastMove = move; + if (!move.fen) + move.fen = this.vr.getFen(); + if (this.st.settings.sound == 2) + new Audio("/sounds/move.mp3").play().catch(err => {}); + // Send the move to web worker (including his own moves) + this.compWorker.postMessage(["newmove",move]); + if (!navigate && (this.score == "*" || this.analyze)) + { + // Stack move on movesList at current cursor + if (this.cursor == this.moves.length) + this.moves.push(move); + else + this.moves = this.moves.slice(0,this.cursor).concat([move]); + } + // Is opponent in check? + this.incheck = this.vr.getCheckSquares(this.vr.turn); + const score = this.vr.getCurrentScore(); + if (score != "*") + { + if (!this.analyze) + this.endGame(score); + else //just show score on screen (allow undo) + this.showScoreMsg(score); + } + // subTurn condition for Marseille (and Avalanche) rules + else if ((this.mode == "computer" && (!this.vr.subTurn || this.vr.subTurn <= 1)) + && (this.subMode == "auto" || this.vr.turn != this.mycolor)) + { + this.playComputerMove(); + } + // https://vuejs.org/v2/guide/list.html#Caveats (also for undo) + //if (navigate) + // this.$children[0].$forceUpdate(); //TODO!? + }, + undo: function(move) { + let navigate = !move; + if (navigate) + { + if (this.cursor < 0) + return; //no more moves + move = this.moves[this.cursor]; + } + this.vr.undo(move); + this.cursor--; + this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined); + if (this.st.settings.sound == 2) + new Audio("/sounds/undo.mp3").play().catch(err => {}); + this.incheck = this.vr.getCheckSquares(this.vr.turn); + if (navigate) + this.$children[0].$forceUpdate(); //TODO!? + else if (this.analyze) //TODO: can this happen? + this.moves.pop(); + }, + gotoMove: function(index) { + this.vr = new V(this.moves[index].fen); + this.cursor = index; + this.lastMove = this.moves[index]; + }, + gotoBegin: function() { + this.vr = new V(this.fenStart); + this.cursor = -1; + this.lastMove = null; + }, + gotoEnd: function() { + this.gotoMove(this.moves.length-1); + }, + flip: function() { + this.orientation = V.GetNextCol(this.orientation); + }, + }, +}; +</script> diff --git a/client/src/components/Board.vue b/client/src/components/Board.vue index 8392cfe4..8b1055bd 100644 --- a/client/src/components/Board.vue +++ b/client/src/components/Board.vue @@ -11,9 +11,8 @@ export default { name: 'my-board', // Last move cannot be guessed from here, and is required to highlight squares // vr: object to check moves, print board... - // mode: HH, HC or analyze // userColor: for mode HH or HC - props: ["vr","lastMove","mode","orientation","userColor","vname"], + props: ["vr","lastMove","analyze","orientation","userColor","vname"], data: function () { return { hints: (!localStorage["hints"] ? true : localStorage["hints"] === "1"), @@ -100,7 +99,7 @@ export default { let cj = (this.orientation=='w' ? j : sizeY-j-1); let elems = []; if (this.vr.board[ci][cj] != V.EMPTY && (this.vname!="Dark" - || this.gameOver || this.mode == "analyze" + || this.gameOver || this.analyze || this.vr.enlightened[this.userColor][ci][cj])) { elems.push( @@ -146,8 +145,7 @@ export default { 'dark-square': (i+j)%2==1, [this.bcolor]: true, 'in-shadow': this.vname=="Dark" && !this.gameOver - && this.mode != "analyze" - && !this.vr.enlightened[this.userColor][ci][cj], + && !this.analyze && !this.vr.enlightened[this.userColor][ci][cj], 'highlight': showLight && !!lm && lm.end.x == ci && lm.end.y == cj, 'incheck': showLight && incheckSq[ci][cj], }, @@ -293,9 +291,7 @@ export default { this.selectedPiece.style.zIndex = 3000; const startSquare = getSquareFromId(e.target.parentNode.id); this.possibleMoves = []; - const color = this.mode=="analyze" || this.gameOver - ? this.vr.turn - : this.userColor; + const color = (this.analyze || this.gameOver ? this.vr.turn : this.userColor); if (this.vr.canIplay(color,startSquare)) this.possibleMoves = this.vr.getPossibleMovesFrom(startSquare); // Next line add moving piece just after current image diff --git a/client/src/components/ComputerGame.vue b/client/src/components/ComputerGame.vue new file mode 100644 index 00000000..a15686fd --- /dev/null +++ b/client/src/components/ComputerGame.vue @@ -0,0 +1,103 @@ +<template lang="pug"> +.row + .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2 + BaseGame(:variant="variant.name" :analyze="analyze" : players="players") +</template> + +<script> +import BaseGame from "@/components/BaseGame.vue"; +import { store } from "@/store"; +import Worker from 'worker-loader!@/playCompMove'; + +export default { + name: 'my-computer-game', + components: { + BaseGame, + }, + // mode: "auto" (game comp vs comp), "versus" (normal) or "analyze" + props: ["fen","mode","variant"], + data: function() { + return { + st: store.state, + // Web worker to play computer moves without freezing interface: + timeStart: undefined, //time when computer starts thinking + lockCompThink: false, //to avoid some ghost moves + fenStart: "", + compWorker: null, + +//TODO: players ? Computed? + + }; + }, + computed: { + analyze: function() { + return this.mode == "analyze"; + }, + }, + watch: { + fen: function() { + // (Security) No effect if a computer move is in progress: + if (this.lockCompThink) + return this.$emit("computer-think"); + this.launchGame(); + }, + }, + // Modal end of game, and then sub-components + created: function() { + if (!!this.fen) + this.launchGame(); + // Computer moves web worker logic: (TODO: also for observers in HH games ?) + this.compWorker = new Worker(); //'/javascripts/playCompMove.js'), + this.compWorker.onmessage = e => { + this.lockCompThink = true; //to avoid some ghost moves + let compMove = e.data; + if (!Array.isArray(compMove)) + compMove = [compMove]; //to deal with MarseilleRules + // Small delay for the bot to appear "more human" + const delay = Math.max(500-(Date.now()-this.timeStart), 0); + setTimeout(() => { + const animate = this.variant.name != "Dark"; + this.play(compMove[0], animate); + if (compMove.length == 2) + setTimeout( () => { this.play(compMove[1], animate); }, 750); + else //250 == length of animation (TODO: should be a constant somewhere) + setTimeout( () => this.lockCompThink = false, 250); + }, delay); + } + }, + // dans variant.js (plutôt room.js) conn gère aussi les challenges + // et les chats dans chat.js. Puis en webRTC, repenser tout ça. + methods: { + launchGame: async function() { + const vModule = await import("@/variants/" + this.variant.name + ".js"); + window.V = vModule.VariantRules; + this.compWorker.postMessage(["scripts",this.variant.name]); + this.newGameFromFen(this.fen); + }, + newGameFromFen: function(fen) { + this.vr = new V(fen); + this.moves = []; + this.cursor = -1; + this.fenStart = fen; + this.score = "*"; + if (this.mode == "analyze") + { + this.mycolor = V.ParseFen(fen).turn; + this.orientation = this.mycolor; + } + else if (this.mode == "computer") //only other alternative (HH with gameId) + { + this.mycolor = (Math.random() < 0.5 ? "w" : "b"); + this.orientation = this.mycolor; + this.compWorker.postMessage(["init",fen]); + if (this.mycolor != "w" || this.subMode == "auto") + this.playComputerMove(); + } + }, + playComputerMove: function() { + this.timeStart = Date.now(); + this.compWorker.postMessage(["askmove"]); + }, + }, +}; +</script> diff --git a/client/src/components/Game.vue b/client/src/components/Game.vue deleted file mode 100644 index 2a74a072..00000000 --- a/client/src/components/Game.vue +++ /dev/null @@ -1,543 +0,0 @@ -<template lang="pug"> -.row - .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2 - input#modalEog.modal(type="checkbox") - div(role="dialog" aria-labelledby="eogMessage") - .card.smallpad.small-modal.text-center - label.modal-close(for="modalEog") - h3#eogMessage.section {{ endgameMessage }} - //Chat(:opponents="opponents" :people="people") - Board(:vr="vr" :last-move="lastMove" :mode="mode" :user-color="mycolor" - :orientation="orientation" :vname="variant.name" @play-move="play") - .button-group - button(@click="() => play()") Play - button(@click="() => undo()") Undo - button(@click="flip") Flip - button(@click="gotoBegin") GotoBegin - button(@click="gotoEnd") GotoEnd - .button-group(v-if="mode=='human'") - button(@click="offerDraw") Draw - button(@click="abortGame") Abort - button(@click="resign") Resign - div(v-if="mode=='human' && subMode=='corr'") - textarea(v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg") - div(v-show="cursor>=0") {{ moves[cursor].message }} - .section-content(v-if="showFen && !!vr" id="fen-div") - p#fenString.text-center {{ vr.getFen() }} - #pgnDiv.section-content - a#download(href="#") - .button-group - button#downloadBtn(@click="download") {{ st.tr["Download PGN"] }} - button Import game - //MoveList(v-if="showMoves" - :moves="moves" :cursor="cursor" @goto-move="gotoMove") -</template> - -<script> -// Game logic on a variant page: 3 modes, analyze, computer or human -// TODO: envoyer juste "light move", sans FEN ni notation ...etc -// TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ? -// onClick :: ask full game to remote player, and register as an observer in game -// (use gameId to communicate) -// on landing on game :: if gameId not found locally, check remotely -// ==> il manque un param dans game : "remoteId" -// TODO: import store, st -import Board from "@/components/Board.vue"; -//import Chat from "@/components/Chat.vue"; -//import MoveList from "@/components/MoveList.vue"; -import { store } from "@/store"; - -import { getSquareId } from "@/utils/squareId"; - -import Worker from 'worker-loader!@/playCompMove'; - -export default { - name: 'my-game', - components: { - Board, - }, - // gameId: to find the game in storage (assumption: it exists) - // fen: to start from a FEN without identifiers (analyze mode) - // subMode: "auto" (game comp vs comp) or "corr" (correspondance game), - // or "examine" (after human game: TODO) - // gameRef in URL hash (listen for changes) - props: ["gidOrFen","mode","subMode","variant"], - data: function() { - return { - st: store.state, - // Web worker to play computer moves without freezing interface: - timeStart: undefined, //time when computer starts thinking - vr: null, //VariantRules object, describing the game state + rules - endgameMessage: "", - orientation: "w", - lockCompThink: false, //to avoid some ghost moves - myname: store.state.user.name, //may be anonymous (thus no name) - opponents: {}, //filled later (potentially 2 or 3 opponents) - drawOfferSent: false, //did I just ask for draw? - people: [], //observers - score: "*", //'*' means 'unfinished' - // userColor: given by gameId, or fen in problems mode (if no game Id)... - mycolor: "w", - fenStart: "", - moves: [], //all moves played in current game - cursor: -1, //index of the move just played - lastMove: null, - compWorker: null, - }; - }, - watch: { - gidOrFen: function() { - // (Security) No effect if a computer move is in progress: - if (this.mode == "computer" && this.lockCompThink) - return this.$emit("computer-think"); - this.launchGame(); - }, - }, - computed: { - showMoves: function() { - return true; - //return window.innerWidth >= 768; - }, - showFen: function() { - return this.variant.name != "Dark" || this.score != "*"; - }, - }, - // Modal end of game, and then sub-components - created: function() { - if (!!this.gidOrFen) - this.launchGame(); - // TODO: if I'm one of the players in game, then: - // Send ping to server (answer pong if opponent[s] is connected) - if (true && !!this.conn && !!this.gameRef) - { - this.conn.onopen = () => { - this.conn.send(JSON.stringify({ - code:"ping",oppid:this.oppid,gameId:this.gameRef.id})); - }; - } - // TODO: also handle "draw accepted" (use opponents array?) - // --> must give this info also when sending lastState... - // and, if all players agree then OK draw (end game ...etc) - const socketMessageListener = msg => { - const data = JSON.parse(msg.data); - let L = undefined; - switch (data.code) - { - case "newmove": //..he played! - this.play(data.move, this.variant.name!="Dark" ? "animate" : null); - break; - case "pong": //received if we sent a ping (game still alive on our side) - if (this.gameRef.id != data.gameId) - break; //games IDs don't match: definitely over... - this.oppConnected = true; - // Send our "last state" informations to opponent(s) - L = this.vr.moves.length; - Object.keys(this.opponents).forEach(oid => { - this.conn.send(JSON.stringify({ - code: "lastate", - oppid: oid, - gameId: this.gameRef.id, - lastMove: (L>0?this.vr.moves[L-1]:undefined), - movesCount: L, - })); - }); - break; - // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves (not just one) - case "lastate": //got opponent infos about last move - L = this.vr.moves.length; - if (this.gameRef.id != data.gameId) - break; //games IDs don't match: nothing we can do... - // OK, opponent still in game (which might be over) - if (this.score != "*") - { - // We finished the game (any result possible) - this.conn.send(JSON.stringify({ - code: "lastate", - oppid: data.oppid, - gameId: this.gameRef.id, - score: this.score, - })); - } - else if (!!data.score) //opponent finished the game - this.endGame(data.score); - else if (data.movesCount < L) - { - // We must tell last move to opponent - this.conn.send(JSON.stringify({ - code: "lastate", - oppid: this.opponent.id, - gameId: this.gameRef.id, - lastMove: this.vr.moves[L-1], - movesCount: L, - })); - } - else if (data.movesCount > L) //just got last move from him - this.play(data.lastMove, "animate"); - break; - case "resign": //..you won! - this.endGame(this.mycolor=="w"?"1-0":"0-1"); - break; - // TODO: also use (dis)connect info to count online players? - case "gameconnect": - case "gamedisconnect": - if (this.mode=="human") - { - const online = (data.code == "connect"); - // If this is an opponent ? - if (!!this.opponents[data.id]) - this.opponents[data.id].online = online; - else - { - // Or an observer ? - if (!online) - delete this.people[data.id]; - else - this.people[data.id] = data.name; - } - } - break; - } - }; - const socketCloseListener = () => { - this.conn.addEventListener('message', socketMessageListener); - this.conn.addEventListener('close', socketCloseListener); - }; - if (!!this.conn) - { - this.conn.onmessage = socketMessageListener; - this.conn.onclose = socketCloseListener; - } - // Computer moves web worker logic: (TODO: also for observers in HH games ?) - this.compWorker = new Worker(); //'/javascripts/playCompMove.js'), - this.compWorker.onmessage = e => { - this.lockCompThink = true; //to avoid some ghost moves - let compMove = e.data; - if (!Array.isArray(compMove)) - compMove = [compMove]; //to deal with MarseilleRules - // Small delay for the bot to appear "more human" - const delay = Math.max(500-(Date.now()-this.timeStart), 0); - setTimeout(() => { - const animate = this.variant.name != "Dark"; - this.play(compMove[0], animate); - if (compMove.length == 2) - setTimeout( () => { this.play(compMove[1], animate); }, 750); - else //250 == length of animation (TODO: should be a constant somewhere) - setTimeout( () => this.lockCompThink = false, 250); - }, delay); - } - }, - // dans variant.js (plutôt room.js) conn gère aussi les challenges - // et les chats dans chat.js. Puis en webRTC, repenser tout ça. - methods: { - offerDraw: function() { - if (!confirm("Offer draw?")) - return; - // Stay in "draw offer sent" state until next move is played - this.drawOfferSent = true; - if (this.subMode == "corr") - { - // TODO: set drawOffer on in game (how ?) - } - else //live game - { - this.opponents.forEach(o => { - if (!!o.online) - { - try { - this.conn.send(JSON.stringify({code: "draw", oppid: o.id})); - } catch (INVALID_STATE_ERR) { - return; - } - } - }); - } - }, - // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true) - receiveDrawOffer: function() { - //if (...) - // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers" - // if accept: send message "draw" - }, - abortGame: function() { - if (!confirm("Abort the game?")) - return; - //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions, - //send message: "gameOver" avec score "?" - }, - resign: function(e) { - if (!confirm("Resign the game?")) - return; - if (this.mode == "human" && this.oppConnected(this.oppid)) - { - try { - this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid})); - } catch (INVALID_STATE_ERR) { - return; - } - } - this.endGame(this.mycolor=="w"?"0-1":"1-0"); - }, - launchGame: async function() { - const vModule = await import("@/variants/" + this.variant.name + ".js"); - window.V = vModule.VariantRules; - this.compWorker.postMessage(["scripts",this.variant.name]); - if (this.gidOrFen.indexOf('/') >= 0) - this.newGameFromFen(this.gidOrFen); - else - this.loadGame(this.gidOrFen); - }, - newGameFromFen: function(fen) { - this.vr = new V(fen); - this.moves = []; - this.cursor = -1; - this.fenStart = fen; - this.score = "*"; - if (this.mode == "analyze") - { - this.mycolor = V.ParseFen(fen).turn; - this.orientation = this.mycolor; - } - else if (this.mode == "computer") //only other alternative (HH with gameId) - { - this.mycolor = (Math.random() < 0.5 ? "w" : "b"); - this.orientation = this.mycolor; - this.compWorker.postMessage(["init",fen]); - if (this.mycolor != "w" || this.subMode == "auto") - this.playComputerMove(); - } - }, - loadGame: function(gid) { - // TODO: ask game to remote peer if this.remoteId is set - // (or just if game not found locally) - // NOTE: if it's a corr game, ask it from server - const game = getGameFromStorage(gid); //, this.gameRef.uid); //uid may be blank - this.opponent.id = game.oppid; //opponent ID in case of running HH game - this.opponent.name = game.oppname; //maye be blank (if anonymous) - this.score = game.score; - this.mycolor = game.mycolor; - this.fenStart = game.fenStart; - this.moves = game.moves; - this.cursor = game.moves.length-1; - this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor] : null); - }, - setEndgameMessage: function(score) { - let eogMessage = "Undefined"; - switch (score) - { - case "1-0": - eogMessage = translations["White win"]; - break; - case "0-1": - eogMessage = translations["Black win"]; - break; - case "1/2": - eogMessage = translations["Draw"]; - break; - case "?": - eogMessage = "Unfinished"; - break; - } - this.endgameMessage = eogMessage; - }, - download: function() { - const content = this.getPgn(); - // Prepare and trigger download link - let downloadAnchor = document.getElementById("download"); - downloadAnchor.setAttribute("download", "game.pgn"); - downloadAnchor.href = "data:text/plain;charset=utf-8," + encodeURIComponent(content); - downloadAnchor.click(); - }, - getPgn: function() { - let pgn = ""; - pgn += '[Site "vchess.club"]\n'; - const opponent = (this.mode=="human" ? "Anonymous" : "Computer"); - pgn += '[Variant "' + this.variant.name + '"]\n'; - pgn += '[Date "' + getDate(new Date()) + '"]\n'; - const whiteName = ["human","computer"].includes(this.mode) - ? (this.mycolor=='w'?'Myself':opponent) - : "analyze"; - const blackName = ["human","computer"].includes(this.mode) - ? (this.mycolor=='b'?'Myself':opponent) - : "analyze"; - pgn += '[White "' + whiteName + '"]\n'; - pgn += '[Black "' + blackName + '"]\n'; - pgn += '[Fen "' + this.fenStart + '"]\n'; - pgn += '[Result "' + this.score + '"]\n\n'; - let counter = 1; - let i = 0; - while (i < this.moves.length) - { - pgn += (counter++) + "."; - for (let color of ["w","b"]) - { - let move = ""; - while (i < this.moves.length && this.moves[i].color == color) - move += this.moves[i++].notation[0] + ","; - move = move.slice(0,-1); //remove last comma - pgn += move + (i < this.moves.length-1 ? " " : ""); - } - } - return pgn + "\n"; - }, - showScoreMsg: function(score) { - this.setEndgameMessage(score); - let modalBox = document.getElementById("modal-eog"); - modalBox.checked = true; - setTimeout(() => { modalBox.checked = false; }, 2000); - }, - endGame: function(score) { - this.score = score; - this.showScoreMsg(score); - if (this.mode == "human") - localStorage["score"] = score; - this.$emit("game-over"); - }, - oppConnected: function(uid) { - return this.opponents.any(o => o.id == uidi && o.online); - }, - playComputerMove: function() { - this.timeStart = Date.now(); - this.compWorker.postMessage(["askmove"]); - }, - animateMove: function(move) { - let startSquare = document.getElementById(getSquareId(move.start)); - let endSquare = document.getElementById(getSquareId(move.end)); - let rectStart = startSquare.getBoundingClientRect(); - let rectEnd = endSquare.getBoundingClientRect(); - let translation = {x:rectEnd.x-rectStart.x, y:rectEnd.y-rectStart.y}; - let movingPiece = - document.querySelector("#" + getSquareId(move.start) + " > img.piece"); - // HACK for animation (with positive translate, image slides "under background") - // Possible improvement: just alter squares on the piece's way... - const squares = document.getElementsByClassName("board"); - for (let i=0; i<squares.length; i++) - { - let square = squares.item(i); - if (square.id != getSquareId(move.start)) - square.style.zIndex = "-1"; - } - movingPiece.style.transform = "translate(" + translation.x + "px," + - translation.y + "px)"; - movingPiece.style.transitionDuration = "0.2s"; - movingPiece.style.zIndex = "3000"; - setTimeout( () => { - for (let i=0; i<squares.length; i++) - squares.item(i).style.zIndex = "auto"; - movingPiece.style = {}; //required e.g. for 0-0 with KR swap - this.play(move); - }, 250); - }, - play: function(move, programmatic) { - let navigate = !move; - // Forbid playing outside analyze mode when cursor isn't at moves.length-1 - // (except if we receive opponent's move, human or computer) - if (!navigate && this.mode != "analyze" && !programmatic - && this.cursor < this.moves.length-1) - { - return; - } - if (navigate) - { - if (this.cursor == this.moves.length-1) - return; //no more moves - move = this.moves[this.cursor+1]; - } - if (!!programmatic) //computer or (remote) human opponent - { - if (this.cursor < this.moves.length-1) - this.gotoEnd(); //required to play the move - return this.animateMove(move); - } - // Not programmatic, or animation is over - if (this.mode == "human" && this.subMode == "corr" && this.mycolor == this.vr.turn) - { - // TODO: show confirm box "validate move ?" - } - if (!move.notation) - move.notation = this.vr.getNotation(move); - if (!move.color) - move.color = this.vr.turn; - this.vr.play(move); - this.cursor++; - this.lastMove = move; - if (!move.fen) - move.fen = this.vr.getFen(); - if (this.st.settings.sound == 2) - new Audio("/sounds/move.mp3").play().catch(err => {}); - if (this.mode == "human") - { - updateStorage(move); //after our moves and opponent moves - if (this.vr.turn == this.mycolor) - this.conn.send(JSON.stringify({code:"newmove", move:move, oppid:this.oppid})); - } - else if (this.mode == "computer") - { - // Send the move to web worker (including his own moves) - this.compWorker.postMessage(["newmove",move]); - } - if (!navigate && (this.score == "*" || this.mode == "analyze")) - { - // Stack move on movesList at current cursor - if (this.cursor == this.moves.length) - this.moves.push(move); - else - this.moves = this.moves.slice(0,this.cursor).concat([move]); - } - // Is opponent in check? - this.incheck = this.vr.getCheckSquares(this.vr.turn); - const score = this.vr.getCurrentScore(); - if (score != "*") - { - if (["human","computer"].includes(this.mode)) - this.endGame(score); - else //just show score on screen (allow undo) - this.showScoreMsg(score); - } - // subTurn condition for Marseille (and Avalanche) rules - else if ((this.mode == "computer" && (!this.vr.subTurn || this.vr.subTurn <= 1)) - && (this.subMode == "auto" || this.vr.turn != this.mycolor)) - { - this.playComputerMove(); - } - // https://vuejs.org/v2/guide/list.html#Caveats (also for undo) - if (navigate) - this.$children[0].$forceUpdate(); //TODO!? - }, - undo: function(move) { - let navigate = !move; - if (navigate) - { - if (this.cursor < 0) - return; //no more moves - move = this.moves[this.cursor]; - } - this.vr.undo(move); - this.cursor--; - this.lastMove = (this.cursor >= 0 ? this.moves[this.cursor] : undefined); - if (this.st.settings.sound == 2) - new Audio("/sounds/undo.mp3").play().catch(err => {}); - this.incheck = this.vr.getCheckSquares(this.vr.turn); - if (navigate) - this.$children[0].$forceUpdate(); //TODO!? - else if (this.mode == "analyze") //TODO: can this happen? - this.moves.pop(); - }, - gotoMove: function(index) { - this.vr = new V(this.moves[index].fen); - this.cursor = index; - this.lastMove = this.moves[index]; - }, - gotoBegin: function() { - this.vr = new V(this.fenStart); - this.cursor = -1; - this.lastMove = null; - }, - gotoEnd: function() { - this.gotoMove(this.moves.length-1); - }, - flip: function() { - this.orientation = V.GetNextCol(this.orientation); - }, - }, -}; -</script> diff --git a/client/src/views/Game.vue b/client/src/views/Game.vue index 151c347b..d0e601ca 100644 --- a/client/src/views/Game.vue +++ b/client/src/views/Game.vue @@ -9,3 +9,238 @@ pareil quand quelqu'un reco. (c'est assez rudimentaire et écoute trop de messages, mais dans un premier temps...) // TODO: [in game] send move + elapsed time (in milliseconds); in case of "lastate" message too --> +<template lang="pug"> +.row + .col-sm-12.col-md-10.col-md-offset-1.col-lg-8.col-lg-offset-2 + BaseGame(:variant="variant.name" @game-over=".....TODO") + + + +localStorage["score"] = score; + + + .button-group(v-if="mode!='analyze'") + button(@click="offerDraw") Draw + button(@click="abortGame") Abort + button(@click="resign") Resign + div(v-if="mode=='corr'") + textarea(v-show="score=='*' && vr.turn==mycolor" v-model="corrMsg") + div(v-show="cursor>=0") {{ moves[cursor].message }} +</template> + +<script> +// TODO: if I'm an observer and player(s) disconnect/reconnect, how to find me ? +// onClick :: ask full game to remote player, and register as an observer in game +// (use gameId to communicate) +// on landing on game :: if gameId not found locally, check remotely +// ==> il manque un param dans game : "remoteId" +import Board from "@/components/Board.vue"; +//import Chat from "@/components/Chat.vue"; +//import MoveList from "@/components/MoveList.vue"; +import { store } from "@/store"; + +export default { + name: 'my-game', + components: { + BaseGame, + }, + // gameId: to find the game in storage (assumption: it exists) + // mode: "live" or "corr" (correspondance game), or "analyze" + // gameRef in URL hash (listen for changes) + props: ["gid","mode","variant"], + data: function() { + return { + st: store.state, + myname: store.state.user.name, //may be anonymous (thus no name) + opponents: {}, //filled later (potentially 2 or 3 opponents) + drawOfferSent: false, //did I just ask for draw? + people: [], //observers + }; + }, + watch: { + gid: function() { + this.launchGame(); + }, + }, + // Modal end of game, and then sub-components + created: function() { + if (!!this.gid) + this.launchGame(); + // TODO: if I'm one of the players in game, then: + // Send ping to server (answer pong if opponent[s] is connected) + if (true && !!this.conn && !!this.gameRef) + { + this.conn.onopen = () => { + this.conn.send(JSON.stringify({ + code:"ping",oppid:this.oppid,gameId:this.gameRef.id})); + }; + } + // TODO: also handle "draw accepted" (use opponents array?) + // --> must give this info also when sending lastState... + // and, if all players agree then OK draw (end game ...etc) + const socketMessageListener = msg => { + const data = JSON.parse(msg.data); + let L = undefined; + switch (data.code) + { + case "newmove": //..he played! + this.play(data.move, this.variant.name!="Dark" ? "animate" : null); + break; + case "pong": //received if we sent a ping (game still alive on our side) + if (this.gameRef.id != data.gameId) + break; //games IDs don't match: definitely over... + this.oppConnected = true; + // Send our "last state" informations to opponent(s) + L = this.vr.moves.length; + Object.keys(this.opponents).forEach(oid => { + this.conn.send(JSON.stringify({ + code: "lastate", + oppid: oid, + gameId: this.gameRef.id, + lastMove: (L>0?this.vr.moves[L-1]:undefined), + movesCount: L, + })); + }); + break; + // TODO: refactor this, because at 3 or 4 players we may have missed 2 or 3 moves (not just one) + case "lastate": //got opponent infos about last move + L = this.vr.moves.length; + if (this.gameRef.id != data.gameId) + break; //games IDs don't match: nothing we can do... + // OK, opponent still in game (which might be over) + if (this.score != "*") + { + // We finished the game (any result possible) + this.conn.send(JSON.stringify({ + code: "lastate", + oppid: data.oppid, + gameId: this.gameRef.id, + score: this.score, + })); + } + else if (!!data.score) //opponent finished the game + this.endGame(data.score); + else if (data.movesCount < L) + { + // We must tell last move to opponent + this.conn.send(JSON.stringify({ + code: "lastate", + oppid: this.opponent.id, + gameId: this.gameRef.id, + lastMove: this.vr.moves[L-1], + movesCount: L, + })); + } + else if (data.movesCount > L) //just got last move from him + this.play(data.lastMove, "animate"); + break; + case "resign": //..you won! + this.endGame(this.mycolor=="w"?"1-0":"0-1"); + break; + // TODO: also use (dis)connect info to count online players? + case "gameconnect": + case "gamedisconnect": + if (this.mode=="human") + { + const online = (data.code == "connect"); + // If this is an opponent ? + if (!!this.opponents[data.id]) + this.opponents[data.id].online = online; + else + { + // Or an observer ? + if (!online) + delete this.people[data.id]; + else + this.people[data.id] = data.name; + } + } + break; + } + }; + const socketCloseListener = () => { + this.conn.addEventListener('message', socketMessageListener); + this.conn.addEventListener('close', socketCloseListener); + }; + if (!!this.conn) + { + this.conn.onmessage = socketMessageListener; + this.conn.onclose = socketCloseListener; + } + }, + // dans variant.js (plutôt room.js) conn gère aussi les challenges + // et les chats dans chat.js. Puis en webRTC, repenser tout ça. + methods: { + offerDraw: function() { + if (!confirm("Offer draw?")) + return; + // Stay in "draw offer sent" state until next move is played + this.drawOfferSent = true; + if (this.subMode == "corr") + { + // TODO: set drawOffer on in game (how ?) + } + else //live game + { + this.opponents.forEach(o => { + if (!!o.online) + { + try { + this.conn.send(JSON.stringify({code: "draw", oppid: o.id})); + } catch (INVALID_STATE_ERR) { + return; + } + } + }); + } + }, + // + conn handling: "draw" message ==> agree for draw (if we have "drawOffered" at true) + receiveDrawOffer: function() { + //if (...) + // TODO: ignore if preventDrawOffer is set; otherwise show modal box with option "prevent future offers" + // if accept: send message "draw" + }, + abortGame: function() { + if (!confirm("Abort the game?")) + return; + //+ bouton "abort" avec score == "?" + demander confirmation pour toutes ces actions, + //send message: "gameOver" avec score "?" + }, + resign: function(e) { + if (!confirm("Resign the game?")) + return; + if (this.mode == "human" && this.oppConnected(this.oppid)) + { + try { + this.conn.send(JSON.stringify({code: "resign", oppid: this.oppid})); + } catch (INVALID_STATE_ERR) { + return; + } + } + this.endGame(this.mycolor=="w"?"0-1":"1-0"); + }, + launchGame: async function() { + const vModule = await import("@/variants/" + this.variant.name + ".js"); + window.V = vModule.VariantRules; + this.loadGame(this.gid); + }, + loadGame: function(gid) { + // TODO: ask game to remote peer if this.remoteId is set + // (or just if game not found locally) + // NOTE: if it's a corr game, ask it from server + const game = getGameFromStorage(gid); //, this.gameRef.uid); //uid may be blank + this.opponent.id = game.oppid; //opponent ID in case of running HH game + this.opponent.name = game.oppname; //maye be blank (if anonymous) + this.score = game.score; + this.mycolor = game.mycolor; + this.fenStart = game.fenStart; + this.moves = game.moves; + this.cursor = game.moves.length-1; + this.lastMove = (game.moves.length > 0 ? game.moves[this.cursor] : null); + }, + oppConnected: function(uid) { + return this.opponents.any(o => o.id == uidi && o.online); + }, + }, +}; +</script> diff --git a/client/src/views/Hall.vue b/client/src/views/Hall.vue index 0fd8322c..97df499a 100644 --- a/client/src/views/Hall.vue +++ b/client/src/views/Hall.vue @@ -598,6 +598,7 @@ export default { localStorage["players"] = JSON.stringify(gameInfo.players); if (this.st.settings.sound >= 1) new Audio("/sounds/newgame.mp3").play().catch(err => {}); + // TODO: redirect to game }, }, }; diff --git a/client/src/views/Rules.vue b/client/src/views/Rules.vue index 4edc428f..c92e0abe 100644 --- a/client/src/views/Rules.vue +++ b/client/src/views/Rules.vue @@ -10,19 +10,19 @@ button(v-show="gameInProgress" @click="stopGame") | Stop game .section-content(v-show="display=='rules'" v-html="content") - Game(v-show="display=='computer'" :gid-or-fen="fen" - :mode="mode" :sub-mode="subMode" :variant="variant" + ComputerGame(v-show="display=='computer'" + :fen="fen" :mode="mode" :variant="variant" @computer-think="gameInProgress=false" @game-over="stopGame") </template> <script> -import Game from "@/components/Game.vue"; +import ComputerGame from "@/components/ComputerGame.vue"; import { store } from "@/store"; import { getDiagram } from "@/utils/printDiagram"; export default { name: 'my-rules', components: { - Game, + ComputerGame, }, data: function() { return { @@ -30,15 +30,14 @@ export default { variant: {id: 0, name: "_unknown"}, //...yet content: "", display: "rules", - mode: "computer", - subMode: "", //'auto' for game CPU vs CPU + mode: "versus", gameInProgress: false, mycolor: "w", fen: "", }; }, watch: { - $route: function(newRoute) { + "$route": function(newRoute) { this.tryChangeVariant(newRoute.params["vname"]); }, }, @@ -57,7 +56,7 @@ export default { }; }, tryChangeVariant: async function(vname) { - if (vname == "_unknown") + if (!vname || vname == "_unknown") return; if (this.st.variants.length > 0) { @@ -82,7 +81,6 @@ export default { if (this.gameInProgress) return; this.gameInProgress = true; - this.mode = "computer"; this.display = "computer"; this.fen = V.GenRandInitFen(); }, @@ -91,11 +89,11 @@ export default { this.mode = "analyze"; }, playAgainstComputer: function() { - this.subMode = ""; + this.mode = "versus"; this.startGame(); }, watchComputerGame: function() { - this.subMode = "auto"; + this.mode = "auto"; this.startGame(); }, }, -- 2.44.0